Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
"Error
Sorry!
An error was encountered while processing your request:
There was a problem accessing the item. Please try again."
That it crashes the game that is at the latest version should be expected behavior
"Sane Warfare will be revamped to become DmD Lite, only retaining the core warfare balance changes and general fixes"
Last I checked you still needed another mod for it
I tried to fix some of the outdated-related issues locally as a way to use your mod whilst waiting for your update; but I've got a major issues I can't wrap my head around.
When using your demesne rules, and reaching, say 5/6 demesne size, it's gonna disable every single building that I have in every county that I have, stating that 5/6 is over demesne limit and as such all buildings are disabled. When using vanilla demesne rules, and reaching 6/6 demesne size, it's going to disable every building in the exact same fashion. I can't for the life of me find what causes this (I know knothing about modding so I pretty much work by trial and error) and it's quite game breaking
I was hoping maybe you could help me, please ?
Happy new year by the way -
I think most of us just wanna play with More Game Rules. That's my case at least.
Also, I'm well aware how to fix things 1.2 introduced. Its just that I'm not updating SW until I have the time to overhaul it, plain as that, because I don't think anyone *should* be playing that over DmD in its current state. And that time might be soon-ish, because new version of DmD is already finished and going through testing and bughunting for the small stuff etc atm, so after that maybe.
Does this mean that you will be maing a lite version of SW and then update SW or is it one of the same ? Or did you meant a light version of DmD ? I'd like to play with DmD but unfortunately it's uncompatible with More Game Rules :/
Also I have a full time job IRL, I understand the constraints, don't worry. Just wanted to know if you'd drop SW in favor of DmD.
As I said three weeks ago, once we finish working on the next DmD version (which is going to be massive and is basically finished now with only testing/balancing to run), then I will focus on making a lite version of SW, with all the new stuff.
So eventually yes, but as it happens, I have my hands full with real life, so I can't make any promises as to when because if you asked me to give any a month ago I'd have likely assumed I'd have done it by now already.
I will once we finish working on DmD v1.05, which tbh could already have been out, except real life means I had other priorities / was too busy to do much modding-wise.
I understand that, although it is a bummer because I greatly enjoy your mod as it is and I'm on the fence about DmD because of losing compatibility with More Game Rules and the fact that stewardship stops contributing to demesne which I find quite odd.
It would be a bit pointless to keep a separate mod on the workshop just for savegame compatibility I feel, especially since its gonna be a while before I revamp SW into SW lite anyway, so you should have ample time to finish your playthroughs / jump to DmD.
The changes that are staying are those related to warfare balance and MaA buildings / AI war behavior / MaA rebalance (though revamped to be as it is in DmD) / general bugfixes that noone could realistically not want / holy order stuff.
Furthermore things that were / will be added to DmD will continue to be integrated into SW Lite, if they fit the theme, like MaA illustrations, the even more functional holy orders etc
All that does not affect the above and could disrupt cross-mod compatibility will be cut off, however. Not sure about economy changes yet since they are a bit integral to balance, will see.
At present, Sane Warfare is a bit redundant - you should instead play DmD, i.e the overhaul I worked on together with @NaniteSystems:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2238122607&searchtext=Dieu+et
That mod includes a lot more things than just a more recent and thorough version of SW itself (which as mentioned in the description, I will revamp into a lite version of itself with only core changes to ensure maximum compatibility, which an overhaul like DmD by definition cannot have)
Thanks for the encouragement and hope you have fun playing :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2238122607&searchtext=Dieu+et
Why Panda sad?
AI ran out of predone names for the holy orders, is what. And its marked in pink because debug mode if I had to guess.
@Juke Skywalker
Yeah, PDX games be like that sometimes :/
https://imgur.com/a/N5BgL5M
We'll be hosting it on the "More Unique Buildings" current mod page, simply because it gets moderately more traffic than Sane Warfare, and hence will hopefully attract more publicity - which is important not just so that the mod doesn't get unlucky and fade into obscurity - which would really be a shame, given its scope - but also because that way we'll get more feedback, quicker bug reports etc - which will allow us to polish it better and faster.
The current Sane Warfare I'll be making into a Lite version of itself with only the core-ish changes, plus some stuff borrowed from the overhaul where it fits, since this kind of thing was requested. At present a "tomorrow" release seems more likely than "today", but it could still be either - we just want to make sure we didn't monumentally screw anything up due to last-minute changes haha.
Hehe.
@Khow
That's something that started happening with the AI changes paradox made in 1.1, and I didn't have time to fix that in SW due to working on the overhaul since then (which should release tomorrow, or the day after tomorrow at the latest, if any more issues pop up!).
That behaviour will be fixed there (and in SW of course). Essentially, attacking AI (at present) sticks to the wargoal too much, pretty much ignoring all else, because warscore ticking should guarantee it a win (and often does) if it can hold onto it for long enough. However, as you said, this causes it to sometimes ignore enemies sieging their lands/capital etc, which is the preferred AI defender behaviour if outnumbered.